/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h
Calls passed in delegate if the Client Event has already been sent. If not, it adds the delegate to our multicast callback that will fire when it does.
bool CallOrAddReplicatedDelegate ( [EAbilityGenericReplicatedEvent::Type](API\Plugins\GameplayAbilities\Abilities\EAbilityGenericReplicatedEvent__-) EventType, [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey, FSimpleMulticastDelegate::FDelegate Delegate )